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I initially thought of implementing the raiding mechanic for the Barbarians; however while I'm not bad at AOE triggers, those kind of RPG mechanics are VERY complicated and I decided to scrap the idea for the time being; saying that, it's not off the table.
As for the lack of gold; I wanted there to be a strong emphasis on trade and tribute as a form of income; aswell as the gold received from completing objectives. There's plenty of gold in the mountain ranges however I don't see the harm in adding a bit more here and there.
I agree with the removal of spies; I don't know why that was left in.
Finally, you both have suggested 'Auto-Enemy' when people leave, I'm not familiar with the term. Do you mean changing the diplomatic stance of the player to enemy when they leave? From memory, there was no condition that allowed for this.
Once again, thank you all for the feedback!
I'll be getting around to tweaking the scenario soon!
Wow. First off thanks for the playing the scenario, it means so much to me that people take the time to provide constructive feedback and bug reports; I'll get around to fixing them soon.
In regards to the questions; The reason I didn't put more quests in was because I wanted there to be some player freedom. Nations like Green, Purple and Cyan offer a more difficult approach to the game as they have no starting objective or enemy relying on the player to pursue their own goals; compared to nations like Red, Grey and Orange. Sometimes when playing a scenario people don't like being given all buildings and units at the start and instead prefer to build it themselves (which is exactly the case with cyan). However I will definitely look into more side-quests and objectives for these civs.
- You can keep them as non-based factions but adding some really good bonuses would help alot with balancing it and giving them a chance to win. For example, maybe some sort of raiding mechanic where they earn res and/or troops for kills and razes, while also starting with a larger army to make them a big player in the game's wider great power game.
Hope this helps and keep up the good work!
3. Auto enemy once people leave, as Dark Horse said, This prevents players from simply taking over a base once they delete everything with no fight- this can greatly upset the balance of a game after a player leaves.
1. As Dark Horse mentioned, some players like red get tons of side quests while others like green receive only 1-2 minor ones that don't do much.
Suggestions:
Put more effort into other civilizations, rather then Red having so many compared to the others such as quest or spawns
Remove Spies tech
Have people auto enemy when they leave
Bugs:
Gladiator spawn for Red not working when Champions placed there
The Crusade when victorious doesn't actually wipe someone off the map
When a Crusade is called for some reason Gray take's Orange's walls where Leiper Cathedral is located